varying vec3 eyeNormal;
varying vec3 eyePosition;

void main() {
	vec4 vertex;
	vec3 normal;    

	vertex = gl_Vertex;
	normal = gl_Normal;  
	
	
	gl_Position = gl_ModelViewProjectionMatrix * vertex;    
    eyeNormal = gl_NormalMatrix * normal;
    
    eyePosition = ( gl_Vertex).xyz; 
    gl_TexCoord[0] = gl_MultiTexCoord0;  
}